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Book reviews for "Provenzo,_Eugene_F.,_Jr." sorted by average review score:

The Complete Block Book
Published in Paperback by Syracuse University Press (1984)
Authors: Arlene Brett, Eugene F., Jr. Provenzo, and Michael Carlebach
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An all inclusive everything about blocks book.
Talk about complete! The author wasn't kidding when he titled it "The Complete Block Book". This book is an interesting look at the use and popularity of blocks over the past 200 years. You will learn everything you ever wanted to know about blocks including their use in educational settings, the different types of blocks available, the benefits to children, why blocks are considered educational toys, how best to set up a block corner, and which educators and philosophers influenced the popularity of blocks. Also, this book gives a very good historical overview of the emergence of "play as work" as a concept in children's education.


The Educator's Brief Guide to the Internet and the World Wide Web
Published in Paperback by Eye on Education (1997)
Author: Eugene F., Jr. Provenzo
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Essential for teachers learning about the Internet and WWW
I read this book for a teaching class I am taking in college and it's great. Dr. Provenzo offers a concise history of the Internet and WWW. He stresses the importance of computer technology in the Century to come. He also offers many addresses to interesting sites that a teacher may use in his/her class. He gives detailed examples of lesson plans that can be created through the use of the Internet. Essential for the Computer-weary.


Video Kids: Making Sense of Nintendo
Published in Paperback by Harvard Univ Pr (1991)
Author: Eugene F., Jr. Provenzo
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Has this guy ever PLAYED a video game?
This is a critique of video games, written by a person who has never played one. His research seems to extend as far as watching others play, scanning advertising materials and frequenting the game stores with a notebook in hand.

The author gets the names of games wrong (_The Adventure of Zelda?_), and a section accusing the game _Dragon Warrior_ of sexism is especially embarrassing. He complains that the back of the game box does not name the Princess that you have to rescue. If he had bothered to OPEN the box, then he would have found her name displayed very prominently in the instructions.

He does not even stop to consider the fact that most (all?) of the games mentioned in his book come from Japan, a country with a different set of cultural assumptions than his.

This book is _very_ poorly researched.

Simply another book about computer from a sociological view
This book looks at video game as a sociological and cultural phenomenon, which means raising the kind of questions like whether excessive playing of the video game will promote and encourage violence and aggression. This seems true but there are people actually counter-argue that playing the game will purge the desire of the players to act aggressively, thus consequently reducing the aggression of the players. Another typical question brought up in the book is about the underlying messages carried by the video game, such as the gender stereotype. The girls in the games are often portrayed as ¡§weak¡¨ and submissive victims being kidnapped; while the boys are always the one to rescue and save the girls. Though the author has put much effort on analyzing the contents of many popular Nintendo games and fitting the findings into this framework or perspective, many of the arguments put forward in the book are simply similar to other scholarly books that look at the computer from a cultural viewpoint. For example, the book "The Cultural Dimensions of Educational Computing: Understanding the Non-neutrality of Technology" by C.A. Bowers is much more widely known, and is about the kind of messages amplified by the computer. If you are familiar with this kind of works, you may not gain much insight from this book. But if you find the above examples or arguments interesting, you may have a look.

psyco- and sociological analysis of video games and kids
Although the current industy has a wider audience than when this book was written, it does an interesting job of asking how do video games affect our culture. It reads like a psychology thesis paper... I don't nescesarily mean that in abad way. It relates many surveys and studies about games and whether they induce violence, sexism, etc. in kids. If you have any interest in these issues it can offer some solid information and teach a little about the study of sociology it is worth some time.


47 Easy-To-Do Classic Science Experiments
Published in Paperback by Dover Pubns (1990)
Authors: Asterie Baker Provenzo and Eugene F., Jr. Provenzo
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Adaptive Technology for Special Human Needs (Suny Series, Computers in Education)
Published in Hardcover by State Univ of New York Pr (1995)
Authors: Arlene Brett and Eugene F., Jr. Provenzo
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Allyn and Bacon Education on the Net
Published in Hardcover by Allyn & Bacon (2001)
Author: Eugene F., Jr. Provenzo
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Beyond the Gutenberg Galaxy: Microcomputers and the Emergence of Post-Typographic Culture
Published in Paperback by Teachers College Pr (1986)
Author: Eugene F., Jr. Provenzo
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The Complete Playground Book
Published in Paperback by Syracuse University Press (1993)
Authors: Arlene Brett, Robin C. Moore, Eugene F., Jr. Provenzo, and Michael L. Carlebach
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Computers, Curriculum, and Cultural Change: An Introduction for Teachers
Published in Paperback by Lawrence Erlbaum Assoc (1998)
Authors: Arlene Brett, Gary N. McCloskey, and Eugene F., Jr. Provenzo
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Computing and Educational Studies 2000
Published in Paperback by Lawrence Erlbaum Assoc (2000)
Author: Eugene F., Jr. Provenzo
Amazon base price: $25.00
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